Refactor: variant-aware shader/material pipeline overhaul
Major architectural update to graphics/material/shader system: - Introduced strongly-typed key structs (Key64/Key128) for passes, variants, and pipelines; removed legacy key types. - Implemented robust hashing and key generation utilities for efficient variant and pipeline lookup/caching. - Shader compiler now compiles/caches all keyword variants using new key system; includes handled as lists. - Switched to push constant root signature for per-draw data; updated HLSL and C# codegen accordingly. - Refactored Material, Shader, and Pass data structures for cache efficiency and variant support. - Pipeline library and PSO management now use 128-bit keys and variant-specific caching. - Replaced WorldNode with SceneNode in editor/scene graph; introduced ComponentManager for archetype/query management. - Migrated math utilities to Misaki.HighPerformance.Mathematics; updated editor controls. - Updated all HLSL and codegen for new buffer/push constant layouts and macros. - Misc: project reference cleanup, D3D12 Work Graph support, doc updates, and code modernization.
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@@ -81,4 +81,30 @@ public struct PipelineState
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Blend = Blend.Opaque,
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ColorMask = ColorWriteMask.All
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};
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public readonly ulong GetHashCode64()
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{
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// 32-bit packed key for states controlled by material / overrides.
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// layout:
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// 0..3 Blend (4 bits)
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// 4..6 Cull (3 bits)
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// 7..10 DeafaultState (4 bits)
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// 11 ZWrite (1 bit)
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// 12..15 ColorMask (4 bits)
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var key = 0u;
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key |= ((uint)Blend & 0xFu) << 0;
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key |= ((uint)Cull & 0x7u) << 4;
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key |= ((uint)ZTest & 0xFu) << 7;
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key |= ((uint)ZWrite & 0x1u) << 11;
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key |= ((uint)ColorMask & 0xFu) << 12;
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return key;
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}
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public override readonly int GetHashCode()
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{
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var code64 = GetHashCode64();
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return ((int)code64) ^ (int)(code64 >> 32);
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}
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}
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@@ -30,7 +30,7 @@ public struct ShaderEntryPoint
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public struct KeywordsGroup
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{
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public KeywordSpace space;
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public List<string>? keywords;
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public List<string> keywords;
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}
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public interface IPassDescriptor
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@@ -53,7 +53,7 @@ public struct PropertyDescriptor
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public object? defaultValue;
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}
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public class FullPassDescriptor : IPassDescriptor
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public class PassDescriptor : IPassDescriptor
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{
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public string uniqueIdentifier = string.Empty;
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public string name = string.Empty;
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@@ -70,19 +70,9 @@ public class FullPassDescriptor : IPassDescriptor
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public string Name => name;
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}
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public class FallbackPassDescriptor : IPassDescriptor
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{
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public string fallbackPassIdentifier = string.Empty;
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public string name = string.Empty;
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public string Identifier => fallbackPassIdentifier;
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public string Name => name;
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}
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public class ShaderDescriptor
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{
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public string name = string.Empty;
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public string? generatedCodePath;
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public uint cbufferSize;
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public List<PropertyDescriptor> globalProperties = new();
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public List<PropertyDescriptor> properties = new();
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